Open worlds are tough to craft. Make them large and fill them with sufficient content material to justify the house, and the outcome can develop into repetitive or tedious to discover. Lean too closely on guiding the participant towards fastidiously handcrafted moments, and the world stops feeling open within the first place. It’s a balancing act between freedom and construction that defines the style, and one Sucker Punch has been iterating on from Ghost of Tsushima to Ghost of Yotei.
At GDC, builders from the studio described how Yotei pushes additional into that rigidity with a extra system-driven philosophy. As an alternative of relying solely on authored encounters sprinkled throughout the map, the crew constructed what they describe as a dungeon grasp layer beneath the world–a system designed to react to participant habits and form the expertise second to second.
“Our dungeon grasp is known as the occasion deck. It’s an invisible hand that guides your exploration,” stated Sucker Punch Productions lead gameplay engineer Samuel Holley. “Like a superb dungeon grasp, it has a linear plan that it adapts to every participant’s nonlinear journey, empowering participant freedom whereas ensuring you continue to have a superb time.”
At its easiest, the system will be considered a hidden construction sitting beneath the open world, deciding what the participant ought to encounter subsequent.

“You may think about it as a hidden deck of playing cards mendacity beneath the floor of the sport,” Holley stated. A lot of interactions constructed into the world, together with bounty boards, encounters within the open that really feel random, and guests to Atsu’s campsites, all develop into a possible draw from that deck, shaping the development of every participant’s journey by way of Sucker Punch’s model of Hokkaido.
That philosophy is intently tied to how Ghost of Yotei handles participant freedom. Holley and the remainder of the builders at Sucker Punch need gamers to chart their very own path, however additionally they don’t desire content material to be missed. Nate Fox and Jason Connell, co-creative administrators on Yotei, went so far as to say that they put extra time into the aspect content material than the principle story. It is that vital to verify the world is stuffed with compelling tales.
The occasion deck helps draw gamers to a wide range of content material, pushing them from one kind of mission to a different, together with unlocking new talents, taking part in various kinds of fight missions, and experiencing numerous components of the story, amongst different choices.
Sucker Punch developed various methods to information gamers by way of their world in pure methods. They needed gamers to expertise the principle story of Atsu looking down the Yotei Six, however they needed them to take action at their very own tempo.
“I’m going to attract a cone that I’m going to name a cone-of-entry. It imitates the motion of a participant as they go into the open world,” stated Sucker Punch narrative designer Ariadna Martinez throughout a separate GDC session. “This implies I’ve recognized a complete part of the map the place I do know I’ll discover the participant someplace round this cone within the first 20 to half-hour of them taking part in this sport.”
This cone-of-entry was a label that the builders at Sucker Punch had for the opening sections of every space in Ghost of Yotei. They had been sections of the map the place they might know when and the way lengthy the participant can be there.

That prediction turns into a instrument for narrative and programs design. As an alternative of scattering essential onboarding or key story beats randomly or at set factors alongside numerous missions, the crew concentrates them the place gamers can work together with them to obtain mission-critical details about the realm, story, or total historical past of the in-game world.
“Meaning I can begin placing these first-hour wants, that pivotal data that my groups wanted to provide out–where am I going to place it? I’m going to place it on this cone,” Martinez stated. In some circumstances, a seemingly random encounter with a bandit or enemy samurai would result in a brief cutscene that informs the participant of the place the primary main mission is in that space.
This construction nonetheless feels open, however is guided by systemic guidelines working in tandem. Gamers are free to wander, struggle, and uncover at their very own tempo, however beneath that freedom is a fastidiously constructed framework making certain that each path ultimately leads someplace significant.
In shifting from Tsushima to Yotei, Sucker Punch has constructed upon its open-world philosophy. The studio’s tackle Japan remains to be meticulously handcrafted, however the programs guiding the participant have develop into extra subtle whereas remaining largely hidden beneath gameplay and story.
